mirror of
https://github.com/lightsoutgames/godot-accessibility.git
synced 2024-11-24 21:05:57 +00:00
Apparently, focused
is triggered on mouse_enter
as well, so this code isn't needed.
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parent
50ea09d7f7
commit
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@ -502,13 +502,6 @@ func unfocused():
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position_in_children = 0
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timer = node.get_tree().create_timer(1)
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func click_focused():
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if node.has_focus():
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return
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if node.focus_mode == Control.FOCUS_ALL:
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print_debug("Grabbing focus: %s" % node)
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node.grab_focus()
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func gui_input(event):
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if event is InputEventKey and Input.is_action_just_pressed("ui_accept") and event.control and event.alt:
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TTS.speak("click", false)
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@ -599,9 +592,7 @@ func _init(node):
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if is_focusable(node):
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node.set_focus_mode(Control.FOCUS_ALL)
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node.connect("focus_entered", self, "focused")
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node.connect("mouse_entered", self, "click_focused")
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node.connect("focus_exited", self, "unfocused")
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node.connect("mouse_exited", self, "unfocused")
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node.connect("gui_input", self, "gui_input")
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if node is CheckBox:
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node.connect("toggled", self, "checkbox_toggled")
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@ -24,9 +24,6 @@ var focus_restore_timer
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func focused(node):
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focus_restore_timer = null
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func click_focused(node):
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pass
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func unfocused(node):
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focus_restore_timer = get_tree().create_timer(0.2)
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@ -36,12 +33,8 @@ func augment_node(node):
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accessibles.append(accessible)
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if not node.is_connected("focus_entered", self, "focused"):
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node.connect("focus_entered", self, "focused", [node])
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if not node.is_connected("mouse_entered", self, "click_focused"):
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node.connect("mouse_entered", self, "click_focused", [node])
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if not node.is_connected("focus_exited", self, "unfocused"):
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node.connect("focus_exited", self, "unfocused", [node])
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if not node.is_connected("mouse_exited", self, "unfocused"):
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node.connect("mouse_exited", self, "unfocused", [node])
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func augment_tree(node):
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if node is Accessible:
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